Sigma Posted December 4, 2016 Report Posted December 4, 2016 (edited) Working on this for an art test. This is the highpoly blockout before I take it into zBrush for sculpting. Edited December 6, 2016 by Sigma Fnugz, Bevster, Vorontsov and 12 others 15 Quote
Sigma Posted December 7, 2016 Report Posted December 7, 2016 This is the high poly sculpt. I am not certain how I feel about it. Given this was my first time doing a sculpt in zBrush, I don't think it turned out bad. But - I don't know that it turned out well either. AndyW, Harry Godden, kinggambit and 12 others 15 Quote
tomm Posted December 7, 2016 Report Posted December 7, 2016 it turned out well show us some bakes! Quote
Yanzl Posted December 8, 2016 Report Posted December 8, 2016 Trying our Substance Painter for the first time, made a lo poly car: Also more importantly, I put together a Source engine shader for Painter, you can get it here http://gortnar.com/vmt/painter.7z leplubodeslapin, 2REK, AndyW and 12 others 15 Quote
Vorontsov Posted December 16, 2016 Report Posted December 16, 2016 (edited) If you want to view the live Marmoset here is the link. Edited December 16, 2016 by Vorontsov rosk, Harry Godden, Sigma and 6 others 9 Quote
Sigma Posted December 16, 2016 Report Posted December 16, 2016 (edited) 16 minutes ago, Vorontsov said: If you want to view the live Marmoset here is the link. Took a look at this (and gave you an artstation follow). Depending on where you place this, check out the armpit area. Looks like the baking or a texture didn't go very well there, but it can be fixed easily I think. Also, are the legs supposed to be that block like from the elbow/knee joints down towards the feet? I'm certain your reference makes it appear that way - I would suggest you stylize those areas (increase the length of the back feet some, decrease the length of the feet on the front legs, and also pinch the underarm of the front legs some so that it appears to be sculpted fur rather than a block). Edited December 16, 2016 by Sigma Freaky_Banana and Vorontsov 2 Quote
Vorontsov Posted December 21, 2016 Report Posted December 21, 2016 (edited) Last prop I posted was kind of underwhelming to showcase, so here we go again. As always here is the artstation link which has a live marmoset view & way more images. Edited December 26, 2016 by Vorontsov Updated pictures Freaky_Banana, clankill3r, will2k and 19 others 22 Quote
Thewhaleman Posted December 27, 2016 Report Posted December 27, 2016 More models for de_rooftop....Feels like this never ends. Rainbow plastic bins! Also rainbow spray paint cans! Boring utility box... Cool graffiti utility box. just keep swimming, just keep swimming. Squad, Klassic, tomm and 6 others 9 Quote
Squad Posted December 27, 2016 Report Posted December 27, 2016 5 hours ago, Thewhaleman said: Also rainbow spray paint cans! If the spray paint cans are supposed to have been used, make it so the paint has dripped down the can a bit. AndyW, Fnugz, blackdog and 3 others 6 Quote
grapen Posted December 29, 2016 Report Posted December 29, 2016 Trying to make this hedge look right. Not exactly feeling it right now. Any ideas? More contrast? It's possible to adjust individual material hdr in lights.rad right? Haven't figured that out yet. 2250 tri's atm. Vorontsov 1 Quote
tomm Posted December 29, 2016 Report Posted December 29, 2016 those leaves aren't very convincing, looks like it's made of origami + you should probably use more alpha planes to give it a more "bushy"(lol) silhouette 2250 tris seem a bit too much for such a simple shape though. will2k 1 Quote
grapen Posted December 29, 2016 Report Posted December 29, 2016 @tomm thanks for the crit. I duplicated the main rectangle, shrunk it and gave the outer one a slightly brighter texture with some alpha. This helped with depth. Regarding tri's, see the solid below, I'd love tips on cheaper techniques. I made the leaves in substance, I'll try my best to improve them. Quote
text_fish Posted December 29, 2016 Report Posted December 29, 2016 (edited) I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other. Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly. If you do stick with quads you could also bend them along the middle edge to give the leaves some shape? You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective. Edited December 29, 2016 by text_fish tomm 1 Quote
tomm Posted December 29, 2016 Report Posted December 29, 2016 I'd only use a single rectangle with a flat diffuse, it doesn't make much of a difference with the additional one, only adds up geo. sauce: https://simonschreibt.de/gat/airborn-trees/ will2k, Beck, Bevster and 3 others 6 Quote
grapen Posted December 29, 2016 Report Posted December 29, 2016 29 minutes ago, text_fish said: I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other. Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly. If you do stick with quads you could also bend them along the middle edge to give the leaves some shape? You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective. Good call. The horizontal gradient is subtle but does good. OLD vs NEW: I'll see what else I can do to improve the leaves. I was able to make the separate branches into tri's like you suggested, that chopped off 700 tri's (!) 21 minutes ago, tomm said: I'd only use a single rectangle with a flat diffuse, it doesn't make much of a difference with the additional one, only adds up geo. sauce: https://simonschreibt.de/gat/airborn-trees/ Yeah I based the hedge off this technique. Don't think I agree that it makes no difference with an additional rectangle though. The outer one has a separate texture with a different seed and transparency, the inner is darker and has no transparency so that the player can't see through the hedge (important on this case). The difference in depth was great and the cost is negligible. Quote
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